With Marbit Island 3 drawing to an exciting conclusion, my thoughts and energies have turned elsewhere. While I enjoy the idea of a player controlling a single character and co-operating (or not) to achieve a goal, I prefer games of Grand Strategy - of Empires and Alliances, Wars and Treaties, Invasion and Conquest.

Therefore, I am hoping to start the 8th in my series of Erfworld Empire games, and am starting this thread to appraise interest.

Empires VIII will be PvP, broad in details, and narrative in tone. If you want the minutiae of what every last pikeman in the 3rd Regiment is wearing on the second tuesday of the month, look elsewhere. Being an LTDave production, you can expect a regular update rate, and a "we usually finish these things" attitude.

As always, the rules are mostly hidden, but the essentials will be revealed as we go along.

I would like at least five players, and can accomodate up to twelve. Those of you who are regulars on this sub-forum might have gained an idea of who I am and how I work - my expectations of players are that they be regular logger-inners, not narcissistic know-it-all-jerks, and more interested in the success of the game than the success of their own faction.

If you think that sounds like you, please indicate in this thread - we'll be starting when MI3 finishes, which should be in a week or so.

The Name of your SideYour Ruler's NameA Preferred Colour for the MapLogo or Coat of arms if desired (pictures are always welcome)

Then I would like each side to indicate AT LEAST one strength, and one weakness, from the following list:MilitaryCovertCultureEconomyEngineeringDiplomacy

You may have more than one strength, but you must have a weakness in another area to compensate. You can decide to have a double strength or weakness in one area, so long as the total number of strengths and weaknesses are equal.For example, the Barbarians of Beettheboopoutofya have a double strength in miltary, and are weak in diplomacy and culture.

Then, in a second list, do the same things - at least ONE strength and ONE weakness as it applies to types of units:InfantryRangedHeavyFlyerCavalryShipsAgain, you can have multiple strengths and weaknesses, as long as you have an equal number of both.

Thirdly, and perhaps most importantly, in order to determine the character of your Empire, you must tell me what is your favourite movie featuring Russell Crowe. Do not lie - I can tell these things.

MAPThe map consists of one large continent surrounded by sea. The continent is divided into territories, roughly 60.Mountains can only be crossed by flying units. Woods and Swamps may be entered by any non-water unit, but this will take their entire move. There are also combat modifiers in Woods and Swamps.Units that cross rivers to enter Combat suffer a negative modifier in battle.

VICTORYA Player will win the game if they have rulership over half the territories, or all other players have been eliminated.

ACTIONSPlayers gain up to 7 random actions per turn. Actions may be stored for future turns. A Player may never have more than 7 Actions at the start of the turn.Actions can be used or discarded.Players should indicate which of their Actions they wish to use, and for what purpose.

MOVE PHASEUse your action cards to move units (or stacks of units). A Stack is any number of units that start their move in the same Territory and end their move in the same Territory. A stack moves at the speed of the slowest unit.A Fast unit can move 1-3 territories.A Medium speed unit can move 1-2 territories.A Slow unit can move 1 territory. Units can move into but not through Territories containing opposing stacks. Fortifications cannot move (Move = 0).Ships can either be in a Coastal Territory, or in one of the Sea Zones.

Magic items can be swapped between leaders if they occupy the same territory at the beginning of the phase.

REVENUE PHASERevenue points are called GoldEach territory produces 1 Gold.If a player has a fortification in a territory, then it produces an additional Gold. A Citadel produces 2 Gold.

RECRUIT PHASE Each turn players are presented with 5 random units available to purchase. A unit’s cost is equal to its Force value. If you purchased all the available units, you may purchase another copy of the same kind. Example: A Player’s available units are 3 Infantry, an Archer, and a Paladin. If the Player buys one of each kind, he may then buy an additional Paladin. The Player cannot buy more than two Paladins unless he purchases all the other available units twice over. Gold may be saved from turn to turn.Units start in any revenue generating territory you control.

Leaders may only be recruited if a player plays the appropriate action card. Leader units are Heroes.Magic items can only be gained if the player plays the appropriate action card, and they can only be attached to a leader unit. A leader unit can only have two magic items attached.Upgrades can be purchased if the player plays the appropriate action card.

UPKEEP PHASEUnits that automatically receive upkeep = 5 x total Revenue.Discard excess units. Example: You generate 10 revenue points per turn... You may have up to 50 units.

BATTLE PHASEWhen two opposing stacks occupy the same territory there will be a battle.Each unit has a force value.Add up the total Force values for each side.Players may play action cards to increase their force value. If one stack has a Leader and the other does not, the stack with the leader gets an additional 5 Force.

Both sides roll 2 d6 – highest result is the winner. If a tie, the side with the higher force value is the winner.If a side has force more than 150% of the opponent, they roll 3 dice, and choose the two highest results.If a side has force more than 200% of the opponent, they roll 4 dice, and choose the two highest results.

The losing stack must retreat one territory. The losing stack loses half of its units (chosen randomly).Fortification units in the losing stack are destroyed automatically. The winning stack loses units with a force equal to at least half the force total lost by the losing stack (chosen randomly).

Spell cards can be played only if there is a Magic unit in the stack. If a leader is slain, their magic items are also discarded.

Special AttributesThese affect the way certain units function in battle. They are listed as follows:ATTRIBUTE NotesCavalry Unit gains +1 force if they are attackingHeavy Opponent loses 1 extra unit after battle for each Heavy unit in stack. Max 3 Missile Unit gains +1 force if they are defendingRaiders Add 1 Gold to player’s total for each unit killed if a stack containing raiders wins a battleWater Can only be recruited in coastal territories. Unit can only enter sea or coastal territories.Transport (x) Unit can carry (x) other units, moving at its own speed.Flying Unit can move over sea territories or territories containing enemy units. Flying units cannot end their move in sea territories.Protect If a Protect unit is on the losing side in a battle, reduce the number of casualties suffered by 1, to a maximum reduction of 3. A minimum of 1 unit must be lost.Besieger +2 force if Fortifications are in the opposing stack.Magic Unit may cast 1 spell per turn (if you have the Action)Fortification Remains in the territory it was recruited in. No more than 1 per territory.Scout Controlling player may look at 1 adjacent stack per turn. Only 1 scout unit in a stack may perform this function per turn.Invisible Unit may not be attacked, so long as all units in its stack are invisible. May move through enemy controlled territories without attacking. The scout ability negates this ability.

I have a few questions.Do we have to keep troops in a claimed territory to continue ti recieve revenue from it?If we sent a force thru multiple unoccupied territories, would it claim each one as it passed thru?How are distances measured for travel by sea? If I had a ship with an empty transport slot placed at sea, would that allow a flyer to start turn above land, then fly out to sea and end turn at the ship?

Q. Do we have to keep troops in a claimed territory to continue ti recieve revenue from it?A. Yes - at least one unit in each Territory.

Q. If we sent a force thru multiple unoccupied territories, would it claim each one as it passed thru?A. No - you have to leave a unit behind to occupy it at the end of the turn.

Q. How are distances measured for travel by sea? A. A Good Question. Ships are Fast, so have 3 move. They can move up to 3 adjacent territories by coast, or spend all their move to head out to a Sea Zone.It takes all of a Ship's move to go from a sea zone to an adjacent sea zone, and all of a ship's move to go from a sea zone to a coastal territory.

Q. If I had a ship with an empty transport slot placed at sea, would that allow a flyer to start turn above land, then fly out to sea and end turn at the ship?A. I hadn't thought of this, but sure. But it will take the unit's entire move to do so (3).

Remember that you need the appropriate action "card" to move units, but not to recruit units. Recruitment never requires a card (except for Heroes).

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